gd,refacto: added state chart addon and namespace cleanup
This commit is contained in:
@ -1,4 +1,4 @@
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using PolarBears.PlayerControllerAddon;
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namespace Movementtests.player_controller.Scripts;
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public partial class AnimationPlayer : Godot.AnimationPlayer
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{
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@ -6,4 +6,4 @@ public partial class AnimationPlayer : Godot.AnimationPlayer
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{
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Play(Constants.PLAYERS_HEAD_ANIMATION_ON_DYING);
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}
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}
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}
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@ -1,6 +1,6 @@
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using Godot;
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namespace PolarBears.PlayerControllerAddon;
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namespace Movementtests.player_controller.Scripts;
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public partial class Bobbing: Node3D
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{
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@ -1,6 +1,6 @@
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using Godot;
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namespace PolarBears.PlayerControllerAddon;
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namespace Movementtests.player_controller.Scripts;
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public partial class CapsuleCollider : CollisionShape3D
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{
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@ -1,94 +0,0 @@
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using Godot;
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namespace PolarBears.PlayerControllerAddon;
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public record DashComputation(bool HasHit, Vector3 Location, Vector3 CollisionPoint, Vector3 CollisionNormal);
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public record DashResolve(bool EndWithMantle, Vector3 DashLocation, Vector3 MantleLocation);
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public partial class DashSystem: Node3D
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{
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[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
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public float DashSpeed { get; set; } = 0.05f;
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private Node3D _head;
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private ShapeCast3D _dashCast3D;
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private Camera3D _camera;
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private TweenQueueSystem _tweenQueueSystem;
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private MantleSystem _mantleSystem;
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private MeshInstance3D _dashTarget;
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private DashResolve _dashResolve;
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public void Init(Node3D head, Camera3D camera, TweenQueueSystem tweenQueueSystem)
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{
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_dashCast3D = GetNode<ShapeCast3D>("DashCast3D");
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_head = head;
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_camera = camera;
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_tweenQueueSystem = tweenQueueSystem;
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_mantleSystem = GetNode<MantleSystem>("MantleSystem");
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_mantleSystem.Init(this);
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_dashTarget = GetNode<MeshInstance3D>("DashTarget");
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_dashTarget.SetVisible(false);
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}
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private DashComputation ComputeDashLocation()
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{
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if (!_dashCast3D.IsColliding())
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{
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return new DashComputation(false, _dashCast3D.ToGlobal(_dashCast3D.TargetPosition), Vector3.Zero, Vector3.Zero);
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}
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var collisionPoint = _dashCast3D.GetCollisionPoint(0);
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var collisionNormal = _dashCast3D.GetCollisionNormal(0);
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var collisionShape = (SphereShape3D) _dashCast3D.GetShape();
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var centerSphereLocation = collisionPoint + collisionNormal * collisionShape.Radius;
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return new DashComputation(true, centerSphereLocation, collisionPoint, collisionNormal);
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}
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public DashResolve PrepareDash()
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{
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_dashTarget.SetVisible(false);
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_dashCast3D.SetRotation(new Vector3(
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_camera.Rotation.X,
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_head.Rotation.Y,
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_camera.Rotation.Z));
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var (hasHit, location, collisionPoint, collisionNormal) = ComputeDashLocation();
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var shouldMantle = false;
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var mantleLocation = Vector3.Zero;
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if (hasHit && Mathf.Abs(collisionNormal.Y) < 0.01f)
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{
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var mantleResult = _mantleSystem.FindMantleLocationAtPoint(collisionPoint, collisionNormal);
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shouldMantle = mantleResult.IsSome(out mantleLocation);
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}
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var targetColor = shouldMantle ? new Color(0.2f, 0.2f, 1f) : new Color(1f, 1f, 1f);
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var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0);
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targetMaterial.SetAlbedo(targetColor);
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_dashTarget.SetVisible(true);
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_dashTarget.SetGlobalPosition(location);
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_dashResolve = new DashResolve(shouldMantle, location, mantleLocation);
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return _dashResolve;
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}
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public void CancelDash()
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{
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_dashTarget.SetVisible(false);
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}
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public void Dash()
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{
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_dashTarget.SetVisible(false);
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_tweenQueueSystem.QueueTween(_dashResolve.DashLocation, 0.1f);
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if (_dashResolve.EndWithMantle)
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{
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_tweenQueueSystem.QueueTween(_dashResolve.MantleLocation, 0.1f);
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}
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}
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}
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@ -1 +0,0 @@
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uid://dwoppk8j5fxeg
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@ -1,6 +1,6 @@
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using Godot;
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namespace PolarBears.PlayerControllerAddon;
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namespace Movementtests.player_controller.Scripts;
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public partial class FieldOfView: Node3D
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{
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@ -1,6 +1,4 @@
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using Godot;
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namespace PolarBears.PlayerControllerAddon;
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namespace Movementtests.player_controller.Scripts;
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public class Constants
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{
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@ -1,6 +1,6 @@
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using Godot;
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namespace PolarBears.PlayerControllerAddon;
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namespace Movementtests.player_controller.Scripts;
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public partial class Gravity: Node3D
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{
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@ -1,7 +1,7 @@
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using System;
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using Godot;
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namespace PolarBears.PlayerControllerAddon;
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namespace Movementtests.player_controller.Scripts;
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public partial class HealthSystem : Node3D
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{
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@ -1,7 +1,7 @@
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using System;
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using Godot;
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namespace PolarBears.PlayerControllerAddon;
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namespace Movementtests.player_controller.Scripts;
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public partial class Mouse : Node3D
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{
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@ -1,9 +1,7 @@
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using System.Collections.Generic;
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using System.Runtime.InteropServices.JavaScript;
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using Godot;
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using RustyOptions;
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namespace PolarBears.PlayerControllerAddon;
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using GodotStateCharts;
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using Movementtests.systems;
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using Movementtests.player_controller.Scripts;
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public partial class PlayerController : CharacterBody3D
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{
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@ -20,77 +18,30 @@ public partial class PlayerController : CharacterBody3D
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public HealthSystem HealthSystem;
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public MoveSystem MoveSystem;
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public TweenQueueSystem TweenQueueSystem;
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public StateChart PlayerState;
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private bool _movementEnabled = true;
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private bool _shouldMantle = false;
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private bool _shouldMantle;
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private Vector3 _dashLocation = Vector3.Zero;
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private Vector3 _mantleLocation = Vector3.Zero;
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private float _lastFrameWasOnFloor = -Mathf.Inf;
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private const int NumOfHeadCollisionDetectors = 4;
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private const int NUM_OF_HEAD_COLLISION_DETECTORS = 4;
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private RayCast3D[] _headCollisionDetectors;
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private Vector3 _inputMove = Vector3.Zero;
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private float _inputRotateY = 0.0f;
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private float _inputRotateFloorplane = 0.0f;
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private float _inputRotateY;
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private float _inputRotateFloorplane;
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private bool _isAiming = false;
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private bool _dashCanceled = false;
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public void OnInputMove(Vector3 value)
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{
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_inputMove = value;
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}
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public void OnInputRotateY(float value)
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{
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_inputRotateY = value;
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}
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public void OnInputRotateFloorplane(float value)
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{
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_inputRotateFloorplane = value;
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}
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public void OnInputAimPressed()
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{
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if (_dashCanceled)
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return;
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DashSystem.PrepareDash();
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}
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public void OnInputAimReleased()
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{
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if (!_dashCanceled)
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DashSystem.Dash();
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_dashCanceled = false;
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}
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public void OnInputAimCanceled()
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{
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_dashCanceled = true;
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DashSystem.CancelDash();
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}
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public void OnInputHitPressed()
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{
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GD.Print("OnInputHitPressed");
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}
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public void OnInputJumpPressed()
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{
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bool doesCapsuleHaveCrouchingHeight = CapsuleCollider.IsCrouchingHeight();
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bool isPlayerDead = HealthSystem.IsDead();
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if (!doesCapsuleHaveCrouchingHeight && !isPlayerDead)
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MoveSystem.Jump(IsOnFloor());
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}
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private bool _isAiming;
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private bool _dashCanceled;
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public override void _Ready()
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{
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_headCollisionDetectors = new RayCast3D[NumOfHeadCollisionDetectors];
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for (int i = 0; i < NumOfHeadCollisionDetectors; i++)
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_headCollisionDetectors = new RayCast3D[NUM_OF_HEAD_COLLISION_DETECTORS];
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for (int i = 0; i < NUM_OF_HEAD_COLLISION_DETECTORS; i++)
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{
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_headCollisionDetectors[i] = GetNode<RayCast3D>(
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"HeadCollisionDetectors/HeadCollisionDetector" + i);
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@ -99,7 +50,14 @@ public partial class PlayerController : CharacterBody3D
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HeadSystem = GetNode<HeadSystem>("HeadSystem");
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HeadSystem.Init();
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// Getting dependencies of the components(In godot we manage this from upwards to downwards not vice versa)
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// Get the state chart node and wrap it in a StateChart object like so, GetNode doesn't work
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PlayerState = StateChart.Of(GetNode("%StateChart"));
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// Get the poisoned state node and wrap it in a State object, so we can easily
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// interact with it from C#.
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// _poisonedStateChartState = StateChartState.Of(GetNode("%Poisoned"));
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// Getting dependencies of the components (In godot we manage this from upwards to downwards not vice versa)
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Camera3D camera = GetNode<Camera3D>("HeadSystem/CameraSmooth/Camera3D");
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Node3D cameraSmooth = GetNode<Node3D>("HeadSystem/CameraSmooth");
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@ -118,7 +76,7 @@ public partial class PlayerController : CharacterBody3D
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ColorRect blurRect = GetNode<ColorRect>("HeadSystem/CameraSmooth/Camera3D/CLBlur(Layer_2)/BlurRect");
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Node3D mapNode = GetTree().Root.FindChild("Map", true, false) as Node3D;
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// Node3D mapNode = GetTree().Root.FindChild("Map", true, false) as Node3D;
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// Getting components
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@ -168,6 +126,56 @@ public partial class PlayerController : CharacterBody3D
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HealthSystem.Init(healthSystemParams);
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}
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public void OnInputMove(Vector3 value)
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{
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_inputMove = value;
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}
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public void OnInputRotateY(float value)
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{
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_inputRotateY = value;
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}
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public void OnInputRotateFloorplane(float value)
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{
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_inputRotateFloorplane = value;
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}
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public void OnInputAimPressed()
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{
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PlayerState.SendEvent("aim_started");
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if (_dashCanceled)
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return;
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DashSystem.PrepareDash();
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}
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public void OnInputAimReleased()
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{
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if (!_dashCanceled)
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DashSystem.Dash();
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_dashCanceled = false;
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}
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public void OnInputAimCanceled()
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{
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_dashCanceled = true;
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DashSystem.CancelDash();
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}
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public void OnInputHitPressed()
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{
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GD.Print("OnInputHitPressed");
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}
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public void OnInputJumpPressed()
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{
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bool doesCapsuleHaveCrouchingHeight = CapsuleCollider.IsCrouchingHeight();
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bool isPlayerDead = HealthSystem.IsDead();
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if (!doesCapsuleHaveCrouchingHeight && !isPlayerDead)
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MoveSystem.Jump(IsOnFloor());
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}
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public override void _PhysicsProcess(double delta)
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{
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TweenQueueSystem.ProcessTweens();
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@ -265,7 +273,7 @@ public partial class PlayerController : CharacterBody3D
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private bool IsHeadTouchingCeiling()
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{
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for (int i = 0; i < NumOfHeadCollisionDetectors; i++)
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for (int i = 0; i < NUM_OF_HEAD_COLLISION_DETECTORS; i++)
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{
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if (_headCollisionDetectors[i].IsColliding())
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{
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@ -1,6 +1,6 @@
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using Godot;
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namespace PolarBears.PlayerControllerAddon;
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namespace Movementtests.player_controller.Scripts;
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public partial class StairsSystem: Node3D
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{
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@ -1,6 +1,6 @@
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using Godot;
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namespace PolarBears.PlayerControllerAddon;
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namespace Movementtests.player_controller.Scripts;
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public partial class Stamina : Node
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{
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